From 376441e5507052b36279279f64896542d44ec12a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 15 Aug 2012 16:27:30 -0700 Subject: BulletSim: make it so objects in a linkset do not generate collisions with each other. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a31c578..0a0e27e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -78,10 +78,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters public string BulletSimVersion = "?"; private Dictionary m_avatars = new Dictionary(); + public Dictionary Characters { get { return m_avatars; } } + private Dictionary m_prims = new Dictionary(); + public Dictionary Prims { get { return m_prims; } } + private HashSet m_avatarsWithCollisions = new HashSet(); private HashSet m_primsWithCollisions = new HashSet(); + private List m_vehicles = new List(); + private float[] m_heightMap; private float m_waterLevel; private uint m_worldID; @@ -429,13 +435,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters { numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); - // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); + DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); } catch (Exception e) { m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); - // updatedEntityCount = 0; + updatedEntityCount = 0; collidersCount = 0; } @@ -534,6 +540,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters else if (m_avatars.ContainsKey(collidingWith)) type = ActorTypes.Agent; + DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); + BSPrim prim; if (m_prims.TryGetValue(localID, out prim)) { prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); -- cgit v1.1